Anyone else have this problem using the engine after succesfully build it?
If i open a blank project or the puzzle template it works fine, but if i try to open an existing 5.0 project or use any other epic templates to create a new project the engine crashes at 95% loading with this error
UnrealEditor_Core!FConsoleVariable<bool>::GetPlatformValueVariable() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp:556]
UnrealEditor_RenderCore!FShaderPlatformCachedIniValue<bool>::Get() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Public\RenderUtils.h:550]
UnrealEditor_Engine!FGPUBaseSkinAPEXClothVertexFactory::IsClothEnabled() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\GPUSkinVertexFactory.cpp:1213]
UnrealEditor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:685]
UnrealEditor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:566]
UnrealEditor_Engine!<lambda_465020887a9e532308a20119da2809fd>::operator()() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:447]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_465020887a9e532308a20119da2809fd> >::DoTask() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:184]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_465020887a9e532308a20119da2809fd> > >::ExecuteTask() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:980]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:377]
UnrealEditor_RenderCore!FRenderingThread::Run() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:518]
UnrealEditor_Core!FRunnableThreadWin::Run() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]